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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 07 11:07 am)



Subject: Two Questions- Templates and Material Morph Targets


johnj ( ) posted Fri, 07 December 2001 at 12:32 AM ยท edited Sat, 04 January 2025 at 12:40 AM

Hello All, I have two questions. I have tried to use the texture template for the P4male from the disk and each time the texture seems to be applied off center. Is there a known problem with this? Second question. I have used Carrara to make basic morph targets, is it possible to create a morph target that changes the texture? Also, how do you create morph targets with discrete values rather than sliders going from 0 to 1? Are there tutorials for these? Thanks, johnj


Jaager ( ) posted Fri, 07 December 2001 at 1:39 AM

Easiest way for your template: load the the geometry that is in Geometries in UVMapper and save the template - but only save the template - do not save the model unless you give it a new name. This will give you a template for what is. Morphs and textures are different things. The strict answer to your question is no. You can use pose files to: change texture = MAT poses set morph dials = MOR poses insert actual morph deltas = MOR donor poses It is the pose (pz2) and face (fc2) files that do the magic, not the morphs themselves. The morphs just define an alternate geometry. The morph sliders: The following is the relevant settings: forceLimits 4 min 0 max 1 trackingScale 0.1 keys { k 0 1 forceLimits 0= ignore limits 1= honor limits if 'use limits' is selected 4= limits are absolute min/max this morph will only go between zero and one (if limits are on) trackingScale 0.1 this morph will change in increments of 0.1 units (but the slider only accesses every other value, so as you move it, you see 0 - 0.2 - 0.4 - 0.6 - 0.8 - 1) If you set this at 0.5, the any movement right will go directly to 1.0 and left to zero. (Poser 4 will alter trackingScale values to whatever the hell it decides when you save the cr2 to Library - this is another variable that cannot be maintained. k 0 1 is the value on the dial - 1.0 in this case. the first value after k is the frame number for an animation.


johnj ( ) posted Fri, 07 December 2001 at 9:03 PM

Thanks for the information. johnj


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